Cissia
An Electric sub-DPS: dishes out steady Electric damage, buffs herself, and grants CRIT DMG to other Electric agents in a mono-Electric team.
Tier S · Attack · Electric. BiS: Serpentine Seeker. An Electric sub-DPS: dishes out steady Electric damage, buffs herself, and grants CRIT DMG to other Electric agents in a mono-Electric team.
Best W-Engines
Recommended Drive Discs
4: CRIT Rate / CRIT DMG · 5: Electric DMG · 6: Energy Regen (feeds her DEF-ignore Core Skill)
Priority: CRIT Rate > CRIT DMG > Energy Regen > PEN Ratio > ATK%
Skill priority: Core Skill > Special / EX Special > Basic Attack > Chain Attack > Assist > Dodge
Worth leveling if you run mono-Electric — Cissia is a quality Electric sub-DPS/buffer who both deals damage and hands CRIT DMG to the carry. On her own she's no hyper-carry, so don't expect her to main-DPS a team; her biggest value is pairing with Seed /
Harumasa /
Soldier 0 - Anby.
Level 60 targets (per game8 + gamewith): in-menu base ATK ~1,650+; target Crit Rate ~57–58% (about 11–12 disc rolls) — BECAUSE with her signature Serpentine Seeker equipped her in-combat Crit Rate reaches ~100%, maximizing consistent damage; Crit DMG ~120% on the sheet (Core Skill adds ~50% → ~170% in combat). Aim for Energy Regen ~3.6+ (slot-6 main) because her Core Skill's DEF-ignore scales with Energy and needs enough ER to hit the ~25% DEF-ignore cap. No PEN needed (she deals no Physical). Substat priority: Crit Rate = Crit DMG > ATK% > Energy Regen. WITHOUT the signature: add other Crit Rate sources and aim for higher ER.
1) OPENER: bring Cissia on-field; she starts with 3 Venom (M1: 6). Use Basic / EX Special to apply Corrode Bone to the enemy — this immediately opens her Electric buff: Electric DEF-ignore + Crit DMG for the whole team (herself included). 2) SWAP to your Electric carry (Seed / Harumasa): Cissia keeps dealing Electric damage from the backup while consuming Venom, and Corrode auto-triggers every ~5s (1 Venom) to hold the debuff. 3) LOOP: refill Venom via enhanced EX Special (~3 Venom), 4th Basic (~2), Chain/Ultimate (~3 each). When Venom is plentiful, bring Cissia out for 'Snake's Kiss' to dump excess Venom for a big hit, then quick-swap. 4) ULTIMATE: grants Venom + opens a buff window; use it to refresh the debuff then repeat from step 2. Core principle: ALWAYS keep Corrode Bone present on the enemy so the Electric buff never drops.
The ideal and highest-value stopping point (both game8 and gamewith recommend STOPPING AT M1). Enter combat with 6 Venom instead of 3, her DEF-ignore is upgraded to 140%, and she grants the team an extra 5% Electric RES ignore. Starting with 6 Venom lets her use her hold (charged) Basic from the very first second — much faster daily/clear speed and her Electric buff comes online instantly. This is the single best quality upgrade; F2P should aim squarely for M1.
Break now refunds extra Venom, and Basic Attack DMG +35%. Smooths her Venom economy and raises output when Cissia is on-field — but this is already the tier aimed at carry setups, no longer needed for most players. Worth it if you push Cissia toward being a genuine half-DPS.
All skills +2 levels. A flat numeric bump with no gameplay change — low value, just a stepping stone to M4.
Converts her 'Resolve' state into a Venom-FREE Corrode Bone. A meaningful resource efficiency gain — easier debuff uptime and freed-up Venom to save for bursts — the second most practical upgrade after M1, but still whale territory.
All skills +2 levels again. Still just flat numbers, a bridge to M6 — low value.
Every team member's attacks now auto-trigger the Venom-consuming Corrode Bone. Maintaining the debuff/Electric buff becomes nearly automatic, very convenient for premium comps — but whale-only; regular players stop at M1.
- Attacker + Buffer hybrid: she deals Electric damage while granting the team Electric DEF-ignore and a big Crit DMG buff — a 'double-attacker' that fills both a sub-DPS and an Electric-support slot.
- Off-field damage: consumes Venom to attack even while benched, keeping buff uptime high without stealing on-field time from the carry.
- Great for dailies & clears: with signature/M1 she can open with her hold attack, giving high clear speed; F2P-friendly and easy to pilot.
- Easy Crit threshold: with her signature, in-combat Crit Rate hits ~100%, easing Crit-Rate farming pressure compared to many other DPS.
- Not a solo hyper-carry: her biggest value comes from pairing with an Electric carry (Seed/Harumasa/Soldier 0-Anby). Without a main Electric carry she's awkward to slot.
- Electric-locked buff: her DEF-ignore and Crit DMG only apply to Electric damage, so she essentially demands a mono-Electric team — less flexible than an off-element buffer.
- Relies on her signature Serpentine Seeker to reach the Crit-Rate and DEF-ignore ceilings; on substitute engines you must compensate with extra Crit/ER and her power drops noticeably.
Excellent in Shiyu Defense: run her with a single-target Electric carry (Seed or Harumasa + a Stunner like Trigger/Rina) — her Electric DEF-ignore + Crit DMG buff piles heavy burst into the stun window, letting a mono-Electric side clear quickly. Confidence medium-high: 3.0 guides exist but score data is still fresh.
Also solid in Deadly Assault with a mono-Electric team keeping the Corrode debuff up on multiple high-HP foes; needs a strong enough Electric carry (Seed/Harumasa) to leverage her buff. As a new agent, top-score data is still thin — medium confidence, assessment inferred from kit + 3.0 guides.
Basic Attack3
Basic Attack: Tongue Flick
Press to activate: Launch up to four attacks forward, dealing Electric DMG. When the 4th hit lands, gain 2 points of Venom. Hitting a Stunned enemy grants an additional 1 point of Venom.
Basic Attack: Serpent's Kiss
With Serpentine Shadow, hold to launch: Cissia leaps into the air and locks onto a target, then slams down, dealing Electric DMG to enemies in the area. While locking on, continue to hold and drag the to extend the lock-on duration and freely control the landing position. For every 6 points of Venom gained, gain 1 stack of Serpentine Shadow, stacking up to 3 times. Upon entering the battlefield, gain 1 stack of Serpentine Shadow. Using this skill consumes 1 stack of Serpentine Shadow. Upon hitting an enemy, all Venom is consumed to trigger Corrode Bone. Upon activating this skill, a Quick Assist is triggered. Character is invulnerable while using this skill.
Corrode Bone
Deal Electric DMG to nearby enemies. Each trigger increases CRIT Rate by 6% for 15s, stacking up to 3 times. Repeated triggers refresh the duration.
Dodge3
Dodge: Slither
Press to activate: A quick dash dodge. Character is invulnerable while using this skill.
Dash Attack: Bite Mark
Press during a dodge to activate: Dash forward with a swift slash, dealing Electric DMG.
Dodge Counter: Bite Back
Press during a Perfect Dodge to activate: Leap forward and perform a sweeping attack upon landing, dealing Electric DMG. Character is invulnerable while using this skill.
Assist3
Quick Assist: Alarm System
When the active character is launched, press to activate: Leaps forward and performs a sweeping attack upon landing, dealing Electric DMG. During this skill, you can quickly chain into Special Attack: Bared Fangs, EX Special Attack: Venomous Bite, and Basic Attack: Serpent's Kiss. Character is invulnerable while using this skill.
Defensive Assist: Extra Prison Rations
When the on-field character is about to be attacked, press to activate: Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.
Assist Follow-Up: Partners in Crime
Press after a Defensive Assist to activate: Unleash a series of downward smash attacks, dealing Electric DMG. Character is invulnerable while using this skill.
Special Attack2
Special Attack: Bared Fangs
Press to activate: Launches a long-range snake bite forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.
EX Special Attack: Venomous Bite
With enough energy, press or hold to activate: Unleash multiple long-range snake bites forward, dealing Electric DMG. Grants 5 Energy when the move is used. When activating by holding, consumes additional Energy. For every 20 additional Energy consumed, unleash 1 extra strike that deals Electric DMG, up to a maximum of 60 additional Energy. After activating by holding, gain 3 Venom. For every additional 20 Energy consumed while holding, gain 1 more Venom. After using this skill, it can be immediately followed up with the 4th hit of Basic Attack: Tongue Flick. A Quick Assist is triggered when this skill hits an enemy. Character is invulnerable while using this skill.
Chain Attack2
Chain Attack: Gang Operation
When a Chain Attack is triggered, select the character to activate: Launch multiple attacks ahead, dealing massive Electric DMG. After using this skill, gain 3 Venom. A Quick Assist is triggered when this skill hits an enemy. Character is invulnerable while using this skill.
Ultimate: Ophidiophobia
When Decibel Rating is at Maximum, press to activate: Deliver a downward smash in front, dealing massive Electric DMG. After using this skill, obtain 3 Venom. After using this skill, activate Ether Veil: Cold-Blooded, lasting 30s. All squad members' CRIT DMG increases by 5% for the duration. Re-activating Ether Veil: Cold-Blooded a second time will first deactivate the active Ether Veil: Cold-Blooded. A Quick Assist is triggered when this skill hits an enemy. Character is invulnerable while using this skill.
Core Skill2
Core Passive: Fatal Concoction
Upon entering the battlefield, gain 3 Venom. In Investigation Zone mode, this effect can trigger once every 180s. While possessing Venom, consume 1 Venom every 5s while in combat to trigger Corrode Bone, dealing Electric DMG. With Venom, the squad's Electric DMG ignores 3% of enemy DEF. If initial Energy Regen is higher than 1.4, for every additional 0.12 above that threshold, an additional 0.52% of the enemy's DEF is ignored, up to a maximum of 12.88% of enemy DEF. This effect lasts until 30s after Venom is depleted. Corrode Bone deals additional Electric DMG equal to 227% of ATK. When there are 1/2 Electric characters in the squad, the Daze dealt by Corrode Bone increases by 40%/60%. When gaining Venom, every 1 excess point of Venom triggers Corrode Bone once.
Additional Ability: Festering Venom
When another character in your squad is a Stun character or shares the same attribute: While possessing Venom, increases all squad members' CRIT DMG by 40%, with Cissia gaining an additional 10%. The effect lasts until 30s after Venom is depleted.
What is the best W-Engine for Cissia?
Cissia performs best with Serpentine Seeker. See alternatives and required stats in the Gear section above.
Is Cissia worth pulling?
Worth leveling if you run mono-Electric — Cissia is a quality Electric sub-DPS/buffer who both deals damage and hands CRIT DMG to the carry. On her own she's no hyper-carry, so don't expect her to main-DPS a team; her biggest value is pairing with Seed / Harumasa / Soldier 0 - Anby.
What is the best team for Cissia?
Cissia works best in the Mono-Electric team. Full members and rotation are in the Teams section.



